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Old Jun 01, 2011, 05:36 AM // 05:36   #1
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Default Flux - June 2011

Unyielding Spirit: For every 2 points of death penalty you have, you deal 1% more damage.
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Old Jun 01, 2011, 05:50 AM // 05:50   #2
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flag pushing is far less important now besides recharging rez sigs. Should be interesting to see.
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Old Jun 01, 2011, 05:58 AM // 05:58   #3
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Flag pushing is good because it creates 8v7 engagements. The last flux had very little effect on that, and I don't see this one doing so either.
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Old Jun 01, 2011, 06:00 AM // 06:00   #4
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I see this Flux Capacitor being either very worthless or kinda gimmicky.

But what do I know?
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Old Jun 01, 2011, 06:07 AM // 06:07   #5
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Wait, so I get penalized for killing someone?? Meh
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Old Jun 01, 2011, 06:07 AM // 06:07   #6
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This one seems to affect flag pushing even more than the previous flux though. Even with the flag stand a team engaging the opposing team at their guild lord will have to be even more careful since the other team most likely will have DP and supercharged damage. Could turn the whole fight around.
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Old Jun 01, 2011, 06:17 AM // 06:17   #7
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Thought there was something about fluxes being valid in all forms of PvP, guess that's out the window. Half of them don't even give death penalty, including the relevant maps of HA.
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Old Jun 01, 2011, 06:45 AM // 06:45   #8
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Quote:
Originally Posted by FoxBat View Post
Thought there was something about fluxes being valid in all forms of PvP, guess that's out the window. Half of them don't even give death penalty, including the relevant maps of HA.
Well, why don't they add death penalty to all maps for this month only? It could be even a reduced death penalty max of 30 or 20.
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Old Jun 01, 2011, 06:46 AM // 06:46   #9
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@2up you still don't get its all about GvG nowadays?

kinda silly flux, "don't over-dp/spike the war or he'll chop you down"
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Old Jun 01, 2011, 07:01 AM // 07:01   #10
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I like it. It's always been way harder for a spike to make a comeback than a pressure or split build so I think this is a really interesting flux. We might see some spike builds make big turn-arounds on obs, like in the three dervish mAT.

Last edited by Artisan Archer; Jun 01, 2011 at 07:04 AM // 07:04..
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Old Jun 01, 2011, 07:08 AM // 07:08   #11
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Quote:
Originally Posted by melissa b View Post
Wait, so I get penalized for killing someone?? Meh
Yeah, this game gets less and less similar to RL as time goes by.
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Old Jun 01, 2011, 07:15 AM // 07:15   #12
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Quote:
Originally Posted by FoxBat View Post
Thought there was something about fluxes being valid in all forms of PvP, guess that's out the window. Half of them don't even give death penalty, including the relevant maps of HA.
Yes i swear it concerned more all formats.... Last flux could eventually be used everywhere , but this one is pretty much " only GvG " , considering you end up losing 95% of time after having some deaths in HA...

And even , i wonder if this flux is really useful or was coded as intended... i'm pretty sure they made this to stop overlinebacking , or to help people who can't cap flag at all( so you'll have choice between more damage or more health/energy)... but i don't think such a low damage addition will be a very interesting substitute

I guess people won't run suicide spikes , like they keep suiciding at begin to get 20-30% damage and sf or nec spikes could be fun, but once again i don't believe dealing 30% more damage when at 50% health will do much , especially if you consider you will die faster after you killed targets...

Last edited by Missing HB; Jun 01, 2011 at 07:18 AM // 07:18..
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Old Jun 01, 2011, 07:25 AM // 07:25   #13
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I guess its aimed against pure spike builds, which happen to be turtles, and by the time they apply some DP over opposite team they are likely unbeatable unless outplayed tactically.

This flux provides opportunity to pressure harder while being spiked out one by one.
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Old Jun 01, 2011, 08:07 AM // 08:07   #14
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Just throwing this out there. Morale boosts now lower damage.
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Old Jun 01, 2011, 08:08 AM // 08:08   #15
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i actually really like this flux. Should make for some interesting games, as its going to be far more possible to turn around the tide of a match now. You get pumped, pick up 30DP, then turn around and smash ur opponent. They get DP and now they deal more damage, and since u worked off some DP, u deal less damage. Should be really back and forth tbh.

For once im actually impressed with something anet did, this genuinely seems like something cool.
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Old Jun 01, 2011, 08:52 AM // 08:52   #16
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wrack up DP by saccing out with Blood Ritual and make things go boom with a By Ural's-style buffer! nuke nuke!

Also, won't people just target monks first, to prevent the damage clause? (apart from epic wandspikes ofc)
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Old Jun 01, 2011, 09:42 AM // 09:42   #17
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Monks are kind of hard to kill.

Also, do morale boosts actually decrease damage? That seems really bizarre.
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Old Jun 01, 2011, 09:48 AM // 09:48   #18
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as long as you loose DP by morale boost, yeah it does decrease damage.
+10 boost wont lower the damage output any further i suppose.
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Old Jun 01, 2011, 09:49 AM // 09:49   #19
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Quote:
Originally Posted by lemming View Post
Monks are kind of hard to kill.

Also, do morale boosts actually decrease damage? That seems really bizarre.
Makes sense when just removing death penalty. If you do less damage going from no morale to +10% then yeah thats a joke.

Im hopeful morale boosts dont do that though, the way its worded would suggest it is only Death Penalty, and not morale. But then, the number of errors with skill descriptions over the years is alarming.
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Old Jun 01, 2011, 10:10 AM // 10:10   #20
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Quote:
Originally Posted by floor View Post
Makes sense when just removing death penalty. If you do less damage going from no morale to +10% then yeah thats a joke.

Im hopeful morale boosts dont do that though, the way its worded would suggest it is only Death Penalty, and not morale. But then, the number of errors with skill descriptions over the years is alarming.
I just tried it in a scrim. You deal the same amount of damage at 0% morale as at 10% morale.
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